Masteries

Ferocity:
18

Cunning:
0

Resolve:
12

Threats to Kog'Maw with this build

Farm heavy jungle tanks with relatively slow jungle clears are of little concern as they will be focused on farming for late game. If you encounter one, just try to get to an ally.

6

Shyvana

Junglers with little cc and non-burst damage won't be able to keep you down but run anyways wait for the time when you have the damage you can just destroy them later.

10

Rengar

DO NOT PICK INTO ANY CHAMPION THAT IS A BURST ASSASSIN OR HIGH DAMAGE FIGHTER!! However if you end up laning against one in the jungle, ward anywhere you go and smite every wolf camp you can to have local vision. Stay away from assassins and duelist junglers at all costs, ward often to prevent being caught off guard.

Masteries

Ferocity:
18

Cunning:
12

Resolve:
0

Threats to Kog'Maw with this build

AOE, low damage, and immobile will give Kog'Maw time to build up strength. Champions like Karthus will give you time to build up power to eventually fight it out.

6

Kassadin

Late game carries will have low impact early, but damage later. Be careful, You may have poke but champions like Kassadin will get to you if you are not careful.

10

Ekko

Mobile Assassins like Ekko are the worst for Kog'Maw. Early game, you are already a dead Void being, stay away, tower farm and keep your health up. He will burst you in a short combo with plenty of damage.

Who is this flaming_ottor?

Hello, I am a bronze 2 in League of Legends known as 17flamnottor (in case you wish to know anything that I hope to provide). I know I'm a low level player, but I have played much in the way of Kog'Maw. Currently, I am working towards developing my techniques in battle and in game so that I may be able to move up in ranked. To be honest, I mainly go Jungle'Maw.

Introduction

Because of Kog'Maw's role types (Primary: Marksman and Secondary: Mage) he has many options available to him beyond ADC such as AP mid, or Jungle. I will try to do my best to get into why this guide is an ideal build.

1. Pros / Cons

This is why I like to play Kog'Maw!
*Pros
-Super High damage that few can compete with.
-Kills tanks better than any marksman.
-His damage is mixed in a way that he may be able to be play in more than one way (I.E. AP, ADC, Jungle).
-He was once a champion that was able to break the 2.5 attack speed barrier with his W, but they reverted it so now he got back his built in attack speed with his abilities, a trait no other marksman has.
-Kog'Maw has seen play in the LCS.

These are some things to be concerned about.
*Cons
-Still among the squishiest champions ever.
-Damage is mixed so build paths are tricky to work with.
-An extremely immobile champion.
-Takes a lot of experience and testing to find the right way to finish his builds.
-Thornmail is Kog'Maw's worst nightmare unless he has good sustain.

2. What Makes Kog'Maw Unique?

-For starters he's currently the only Marksman from the Void.
-He is the only non-humanoid ADC.
-His kit is much different from any other ADC, but it still maintain's an ADC's style.
-The mix damage and builds make Kog'Maw unusual to other ADCs and opposing laners.
-His Q reduces Armor and Magic resist, a stat that no other ADC possesses (to my knowledge).

3. Summoner Spells

*ADC/bot- Flash/Heal: Standard marksman summoners. Simple enough.
*Jungle- Flash/Smite: Standard jungler summoners. Another simple set.
*Mid- Flash/Heal, Barrier, Exhaust, Teleport: This is where things get complicated. If you are dealing with Flat AP or AD go with Heal, for mobile assassins Exhaust, for burst type champions get Barrier or Teleport to stay in lane.

4. Items

*ADC/Bot- The new standard, however I believe that Kog'Maw should build Runaan's Hurricane before BotRK so that you have the spread on-hit effects already activating on multiple targets. Trinity Force's Sheen passive combos well when you go auto, Q, auto as the Q will shred resistances that the target had and the Sheen effects from the second auto and the auto attack it self will do more damage.

*Jungle- Early on, Kog'Maw will need to be built like reworked Kog'Maw so that he has the attack speed to fight and clear camps quickly. The rest will work like ADC/Bot

*Mid- This build is meant for Kog'Maw's style of poke. Tear of the Goddess is essential to Kog'Maw, with all of the cost to keep his ult going in team fights, mana must be built up to deal with these demands.

5. Skill Order

*ADC/Bot/Jungle: This skill order is meant to give you early game attack speed and later on range to your auto attacks. You will need help with your team to cc early on, but you will have good poke that your team can abuse with your Q.

*Mid: This skill order will allow you to have the optimal amount of poke from your Q and E as well as cheap Ult.s. Do your best to conserve mana by using your E and R to wave clear caster waves and in team fights only. You don't want to have low mana in the middle of battle. Your ult is meant to gain vision and execute, not to spam wildly.

6. Masteries

*ADC/Bot: This mastery set is focused on helping you cs early and have damage later game.

*Jungle: This mastery set gives you early game sustain, helps you keep your summoners up so you can be on top of objectives, and still gives late game power

*Mid: Poke from Q will do more damage as the Q's resistance shreds last as long as Deathfire Touch, allowing for more bonus damage than a normal Deathfire Touch effect. Still gives you some sustain and damage early.

7. Jungling

*First Clear (+ means to smite the camp)- Krugs+, Raptors (kill small first), Brambleback+, Wolves, Blue Sentinel+, Gromp. P.S. You can complete the first clear without recalling, but you need to learn to kite or you can kill a Scuttle before attacking Brambleback.

*Ganks- Now many of you think his ganks are bad, well your not wrong and your not right. His E has a fairly substantial slow and range for a slow which gives you time to auto attack that enemy or help your ally chase the enemy. However, Kog'Maw is a marksman so leave his early game to farming jungle, reserve ganks for the overextended and when your ally has plenty of cc.

*Jungle clears- His clear times are pretty good, average out to about Master Yi fast in clear time.

*Objectives- He is pretty good at taking objectives. If his smite is down and the enemy is attacking dragon or Baron, you can use your ult a couple times to have vision and can be used to execute said target from over the wall. His mixed damage allows for quick tower damage and clears.

*Vision- You will feed if you do not have local vision around you. If you do not ward and you are dealing with an assassin, you WILL die. Play safe, if the enemy solo invades and you know this, go for it. Smite them, auto attack them, slow them, ult them, make them wish they never stepped in your jungle.

8. Laning

ADC/Bot:
*Early (1-6)- You are fairly weak, you have little damage, you have low attack speed, and you have low mana. However, you have your Q and if your opponent chooses to trade with you slap your Q onto them and trade. Make sure your supp is doing the same as the Q reduces armor/magic resist for 4 seconds. Use it. However, if you can't get in range then bide your time, cs as best as possible and know you will be back with more damage.
*Mid (6-12)- You have damage, an ult, good attack speed, and some mana. You can now trade and do some team fighting. Stay from a distance and activate your abilities to activate your Trinity Force passive and let Runaan's Hurricane spread the damage out.
*Late (12-18)- You are the king of damage, you have the attack speed, and you can carry your team even harder. With your W giving you attack range you can attack safely. Just don't do anything without an escort, you are THE CARRY, you have the team's damage you are responsible for getting your team to victory, now is your time.

Mid:
*Early (1-6)- Your job is to not feed, just farm as safe as possible, Q the enemy to warn them of damage, as soon as you can get Tear of the Goddess and start getting those stacks rolling. Get Boots so you can move faster.
*Mid (6-12)- You are still building stacks and you have some poke available now your job is to hold mid lane and continue to farm. In team fights, you will be poking with your Q and R, save your E and W for if the enemy is engaging or chasing.
*Late (12-18)- You have great poke and wave clear with plenty of mana. You like before have damage and range, poke from a distance and let your passive effects burn out your opponent. Again don't go anywhere alone, especially if you are not near a tower.

9. Team Fighting

*All- You possess plenty of damage from a good range, stay away from tanks and hard engages, poke enemies that get to close and back off. If an enemy gets caught out focus them. You are normally your teams source of damage so give them targets to focus on by Q'ing a target, with the reduced resistances even tanks will become squishy. A good trick for any ranged champion is to attack over walls. Tanks and melee carries have a more difficult time hitting you over walls.

-Play safe and move with the fight, you are no longer a 5.0 attacks per second glass cannon.

10. Summary

Overall, Kog'Maw is a fun and unique champion to learn and master. While his win rate is at an all time low due to this revert, I think Kog'Maw can still rise back up in the standings once people learn how to play him. (hint: you max your Q first).

Hope you enjoyed this. Please leave any input on my guide, I would like to improve as best I can.

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!